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hunta67

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I made this fairly simple Cheat Mod for my son, who has a lot of trouble with the finer aspects of the game.

It is decision based, but doesn't clutter your menu, as it has an Enable/Disable toggle.

Options:

  • Add Diplomacy
  • Add Martial
  • Add Stewardship
  • Add Intrigue
  • Add Learning
  • Remove All Bad Traits
  • Add Tech to Capital
  • Add Tech to Province where You are Standing
  • Knight Doomstack
  • Horse Archer/Light Cav Doomstack
  • Heavy Infantry Doomstack
  • Skirmisher Doomstack
  • Free Fleets
  • Disband All Cheat Armies
  • Disband All Cheat Navies

Some Notes:
All attributes go up in increments of 5. (I don't prefer huge levels, if you do, trigger the event 20 times)
All Armies and Navies appear in Malta. I am new to this, and didn't bother to figure out how to put them in your territory. Using the boats, you can rapidly move them wherever you wish. The armies come with a usually decent leader, who will be your culture and religion.
The techs go up by one star.
My son argued that Dwarf shouldn't be on the list of removed traits, and he won. So have your Dwarven Kingdoms!
Should be compatible with any mod that doesn't alter the map.

Anybody know how to make the armies spawn with no leaders?
 

SweetHalcyHS

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"move <CharID> <CharID>" does not seem to work despite being listed as a valid command in the console. Is there a way of moving characters to other characters' courts, or can you only move them to your own?
 

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Anybody know how to make the armies spawn with no leaders?

you change this:
Code:
	give_knights = {
		potential = {
			has_character_flag = cheats_enabled
		}
		allow = {
			has_character_flag = cheats_enabled
		}
		effect = {
			create_character = {
				random_traits = yes
				dynasty = random
				female = no
				age = 27
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = 812 # Malta
					morale = 1.000
					attrition = 0.000
					earmark = cheat_troops
					troops =
					{
						knights = { 5000 5000 }
					}
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

to this:
Code:
	give_knights = {
		potential = {
			has_character_flag = cheats_enabled
		}
		allow = {
			has_character_flag = cheats_enabled
		}
		effect = {
			spawn_unit = {
				province = 812 # Malta
				morale = 1.000
				attrition = 0.000
				earmark = cheat_troops
				troops =
				{
					knights = { 5000 5000 }
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

and make whatever other changes you want(like unit size, province id(where they will spawn)....
in other words get ride of:
Code:
			create_character = {
				random_traits = yes
				dynasty = random
				female = no
				age = 27
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character =

and one of the } after the unit section {


on another topic, i hate to beat a dead horse, but has panadell's cheat been updated yet? or did the person working on that quit, or decide to wait till after SoA....
 

Aardvark Bellay

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"move <CharID> <CharID>" does not seem to work despite being listed as a valid command in the console. Is there a way of moving characters to other characters' courts, or can you only move them to your own?

Only to your court it seems with "move <CharID>". Gets any courtier into your court.
When i tried this on random people in other courts to other courts, they moved somewhere else.
Sorry, no idea.
 

Aardvark Bellay

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Anyone can make decision cheat to allow free revokation?

There already is one. 'give_title <title-id> <char-id>'
;)

Unless you just wanted it modded as a decision. Then i'd say you are lazy.:laugh: .............and better ask in the Mod subforum.

By the way, i case you haven't noticed, you can reuse all code you used before in the console. Just flip through them with the arrow keys.
 

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I used to use the Super Builder cheat event, but it no longer seems to be working properly. Anyone here have a working building time modifier cheat that doesn't involve switching difficulties? Thanks.
 

unmerged(133356)

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After the 2.0 patch editing the Demesne size in the "defines" file does not work anymore. The game just closes when I try to start it.

Someone else has indicated that you can't edit that file with regular MS notepad (now?) -- are you using Notepad++ or something similar?
 

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I can recall there was a discussion about a way to impregnate a woman with guaranteed twins via console. How do I do that?
 

davidentp

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I can recall there was a discussion about a way to impregnate a woman with guaranteed twins via console. How do I do that?

I have only achieved this with my spouse as a lover. Use event 64025 (after marrying, of course) to procure this status with your wife, then use event 64145 TWO TIMES ON THE SAME DAY to impregnate your wife TWICE. The two children birthed on the same day WILL have the twin trait. This works with any even number as well. 4 event 64145's equals two sets of twins, not quadruplets, etc. Again, event 64025 to become lovers, then 64145 twice. (Two separate pop ups both proclaiming your lover is expecting a child) No modifications necessary, it would seem. I have not tested this using the recent hotfix.
 

iamjmph

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the panadell cheat event allows you to impregnate you spouse. For each click of the option you will get a child when they are born(i.e. two sets of twins born the same day(thats how the game handles it))
 

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Hey Cheaters!

I recently have been playing mp with my son, who has a lot of trouble with the finer aspects of the game, so I decided to make an alternate version of my cheat mod that would work in MP and 2.0.1.

Download via Mediafire

Features:

Decision based cheats:

Enable Cheats - shows all other cheat decisions in the intrigue window
Disable Cheats - hides all other cheat decisions in the intrigue window

Add [ability] - Will add 5 to the base stat, with a maximum of 15
Heal - Removes bad traits
Claim your Birthright - Get 5000 gold, but only once in a lifetime

*Poof* I'm a Roman - Turns you, your court, and your immediate vassals into the Roman culture
*Poof* I'm a Pagan - Turns you, your court, and your immediate vassals into Hellenic Pagans
*Poof* I'm a Jew - turns you, your court, and your immediate vassals into Ashkenazi culture and Jewish religion

Cheat Buildings

Four buildings, with four levels of upgrade that provide bonuses to: Retinue Cap, Tax Income, Tech Research/Spread, and Galleys. Each building can only be built by human players, in their capital holding. As these are castle buildings, they cannot be used by Republics. With four upgrade levels, you can choose the boost that works for you.

Game Difficulties

Made Very Easy very easy, made Easy pretty easy, gave a small gold boost on Normal

Hellenic Paganism

Added ability to loot.
Enabled Holy Wars for Hellenic Pagans, declarable once every three years/character. Note - this affects ALL pagan Holy Wars.

Roman Culture
Added two cultural retinues - Roman Legion and Roman Equites.
Added Roman cultural building - Campus Martius
Added a few custom title names for flavor

Jewish Cultural Group
Added Jewish cultural building - Tabernacle
Added two cultural retinues - Zealots and Maccabees

Still tweaking the settings, and playing around with new stuff, especially adding more *Poof* options so that non-programming type people can set up the type of games they want.

Let me know if there are any requests.
 

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I have only achieved this with my spouse as a lover. Use event 64025 (after marrying, of course) to procure this status with your wife, then use event 64145 TWO TIMES ON THE SAME DAY to impregnate your wife TWICE. The two children birthed on the same day WILL have the twin trait. This works with any even number as well. 4 event 64145's equals two sets of twins, not quadruplets, etc. Again, event 64025 to become lovers, then 64145 twice. (Two separate pop ups both proclaiming your lover is expecting a child) No modifications necessary, it would seem. I have not tested this using the recent hotfix.
Thank you, sir. I appreciate you making your first post to help me out. :)
 

Aardvark Bellay

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Hey Cheaters!

I recently have been playing mp with my son, who has a lot of trouble with the finer aspects of the game, so I decided to make an alternate version of my cheat mod that would work in MP and 2.0.1.

Download via Mediafire

Nice, a new update of your cheat mod, i just wonder why you took armies and nayvies out. I just had to change the location for these in your old version to the current Malta province number and it worked quite well.
The only part in your old mod not working in a balanced way was tech improvements. Had a nice cheat game with your old version. Thanks
 

shypixel

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Nice, a new update of your cheat mod, i just wonder why you took armies and nayvies out. I just had to change the location for these in your old version to the current Malta province number and it worked quite well.
The only part in your old mod not working in a balanced way was tech improvements. Had a nice cheat game with your old version. Thanks

This one is mainly geared to multi-player, so being able to spawn armies would result in armageddon style battles in malta all the time! I tried to keep the cheats balanced for all human players.

The built in limitations also reflect his greater understanding of the game...

I s'pose I could create a single player open cheat version. It's a long weekend.